perhaps shield recharge rate should be dependant on pips in system, how charged system capacitor is, rating of power distributor, rating of power plant and unused power percentage.
so something like
PIPS = how many pips in system Values as follows 1 = 0.25, 2 = 0.50, 3 = 0.75, 4 = 1
PPRATE = Power Plant Rating (A, B, C, D, E) Values as follows A = 100, B = 80, C = 60, D = 40, E = 20
DISTRATE = Power Distributor Rating (A, B, C, D, E) Values as follows A = 100, B = 80, C = 60, D = 40, E = 20
FREEPOWER = Total power generated by reactor - Power currently used by modules. For this excercise I will use my ASP, 20.40 MJ (A Grade) Power Unit, and with everything powered up 77% usage or 15.71MJ Used so 4.69MJ Free
FLTSTAT = Flight Status (Docked, Supercriuse, Normal, Planetary Atrmosphere) Values Docked = 2, Supercruise = 1.2, Normal = 1, Planetary Atmosphere = 0.5
RRMOD = Recharge Rate Modifier
RRMOD = ( ( (PIPS * FLTSTAT) * (PPRATE + DISTRATE) ) * FREEPOWER )
and then divide that by X (definable by FDev) and use it as a percentage of increase in shield recharge so that way if you want to recharge shields even faster you can do so by turning off other equipment to free up power and adding more pips to system will actually help... of course the numbers can be tweaked as per FDevs choosing...
I did knock up a quick and dirty spreadsheet to test some of the variations and essentially the final modifier can be manipulated to not be uberpowered while still allowing commanders a way to boost shield recharge by sacrificing power from elsewhere OR by designing their ships to not use full power and the left over power will be beneficial to an extent with shields...
Yes of course those people with the best rated power plant AND best ratd distro will get the most benefit as long as they have surplus power and yes I know I set these numbers so in supercruise your shields recharge 1.2x faster than normal space and when docked 2x faster than normal space...